sm64pc/src/game/behaviors/fire_spitter.inc.c

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static void fire_spitter_act_idle(void) {
approach_f32_ptr(&o->header.gfx.scale[0], 0.2f, 0.002f);
if (o->oTimer > 150 && o->oDistanceToMario < 800.0f && !(o->oMoveFlags & 0x00000078)) {
o->oAction = FIRE_SPITTER_ACT_SPIT_FIRE;
o->oFireSpitterScaleVel = 0.05f;
}
}
static void fire_spitter_act_spit_fire(void) {
s32 scaleStatus;
o->oMoveAngleYaw = o->oAngleToMario;
// Increase scale by 0.05, 0.04, ..., -0.03. Then wait ~8 frames, then
// starting moving scale by 0.05 each frame toward 0.1. The first time
// it becomes below 0.15 during this latter portion, shoot fire.
scaleStatus = obj_grow_then_shrink(&o->oFireSpitterScaleVel, 0.15f, 0.1f);
if (scaleStatus != 0) {
if (scaleStatus < 0) {
o->oAction = FIRE_SPITTER_ACT_IDLE;
} else {
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cur_obj_play_sound_2(SOUND_OBJ_FLAME_BLOWN);
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obj_spit_fire(0, 0, 0, 5.0f, MODEL_RED_FLAME_SHADOW, 20.0f, 15.0f, 0x1000);
}
}
}
void bhv_fire_spitter_update(void) {
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cur_obj_scale(o->header.gfx.scale[0]);
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o->oGraphYOffset = 40.0f;
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cur_obj_update_floor_and_walls();
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switch (o->oAction) {
case FIRE_SPITTER_ACT_IDLE:
fire_spitter_act_idle();
break;
case FIRE_SPITTER_ACT_SPIT_FIRE:
fire_spitter_act_spit_fire();
break;
}
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cur_obj_move_standard(78);
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}